Let start by making a couple of normal empty connected rooms. We'll make a room group called "normal" and add two rooms "r1" and "r2". Put in a couple of doors and connect them together, then add a player start point (an asimov) to one room. Hit shift-s to save the world and then run it to make sure it's all working.

Run the game. Check. Take a backup copy from mydocuments\mrrobot\data\user\ad000 and keep it safe.

Now create a new room group called "netspace" - it MUST be called exactly that.

Add a room to netspace called "hack1" (be careful, make sure the room goes in the right group!). We'll make it a small 10x10x10 room.

Switch to "static" components and select the "netspace" group. These are all the bits we need to make a ghost hacking room. First to do is put the floor down, use the "fill plane" button to stick a floor across the bottom of the whole room.

Then place a terminal in the middle of the floor, just sat on top. This is our point of entry/exit when playing.

Use alternating "bus" + "bridge" to make paths snaking out to nearby components. Something like this:

You can toggle F1 to switch from the normal 45deg isometric camera to straight down camera. Makes it easier to see what's going on in ghost hacking rooms.

Now go back to "r1" and add a dynamic object, the "login console". You should be prompted for a "maproom" so type in "hack1".

Don't forget to hit shift-s to save everything.

Exit the editor (or task switch away) and then open mydocuments\mrrobot\data\user\ad000\ folder where this new level is stored. Note that if you've made other uder adventures already it might called ad001 or ad002, etc.

Open the games.config file and change the line called roomgroups so it reads "roomgroups 1,2". This lets the game know it should loading roomgroup 1 "normal" and roomgroup2 "netspace". Save it out.

Now find a folder in mydocuments\mrrobot\data\user\ad000\ or wherever it's been saved, called "ghost". Inside there should be a folder called "maps". In here create a text file called "hack1.config". Here you will setup what kind of battles and loot are to be found.

This example is from late in MrRobot. The loot section describes things you might find, being a late ghost hack there is all kinds of powerful loot in this hack.

The remaining blocks specify each type of location in the hack (the little buildings you visit) and what can be found at each one.

Code:

{
location Tower //this name matches the items you put in the room

group0
{
probability 100 //the % chance of a battle
loot0 6,70 //the index of a bit of loot and % chance of getting it if you win
loot1 7,70 //we can add more than one potential prize
loot2 8,100
loot3 9,90
number 1 //we can limit how many encounters are allowed, optional
respawn no //we can prevent this encounter happening if we leave the hack and come back, optional
objective true //this could be a key encounter needed to complete the hack, optional
e0
{
enemy SCRAMBLER_ADULT //type of enemy
min_max 3,3 //there will be between min and max of them in the fight
}
e1
{
enemy MAGE_NOVICE
min_max 2,3
}
e2
{
enemy HEALER
min_max 1,2
}
}

I would like to ask for a list of all enemies names and loot names that you can place in the ghost hack config file. I have already come up with a list of some of the names of the stuff that you can put into the lockers but I know it isn't complete. I was able to guess all these with a little help from a hex viewer.

I was able to figure out that the little scramblers are called SCRAMBLER_GRUB.

Can I give ghost avatars as loot from a hack encounter? How about keys?

I am trying to emplement my own rather low level ghost hack. I found that if I tried to create the file peacemeal by c&p code from the poos post it didn't do anything but if I took the config file from the zip file and edited it slightly it ether works or works with some assert errors.

you should put notes that say the name of each item/enemy. unless its obvious.

I find this kinda user unfriendly. It's like, you make a level, then you make the netspace, then you make the hacks (it's fine) but at this point it gets odd. then you have to close the editor(save) and open a txt document, and type in all of the code of each enemy you encounter, what rewards you get, and other stuff. Then you have to use some sort of parameter thing to get it to detect the hack.

Let start by making a couple of normal empty connected rooms. We'll make a room group called "normal" and add two rooms "r1" and "r2". Put in a couple of doors and connect them together, then add a player start point (an asimov) to one room. Hit shift-s to save the world and then run it to make sure it's all working.

Run the game. Check. Take a backup copy from mydocuments\mrrobot\data\user\ad000 and keep it safe.

Now create a new room group called "netspace" - it MUST be called exactly that.

Add a room to netspace called "hack1" (be careful, make sure the room goes in the right group!). We'll make it a small 10x10x10 room.

Switch to "static" components and select the "netspace" group. These are all the bits we need to make a ghost hacking room. First to do is put the floor down, use the "fill plane" button to stick a floor across the bottom of the whole room.

Then place a terminal in the middle of the floor, just sat on top. This is our point of entry/exit when playing.

Use alternating "bus" + "bridge" to make paths snaking out to nearby components. Something like this:

You can toggle F1 to switch from the normal 45deg isometric camera to straight down camera. Makes it easier to see what's going on in ghost hacking rooms.

Now go back to "r1" and add a dynamic object, the "login console". You should be prompted for a "maproom" so type in "hack1".

Don't forget to hit shift-s to save everything.

Exit the editor (or task switch away) and then open mydocuments\mrrobot\data\user\ad000\ folder where this new level is stored. Note that if you've made other uder adventures already it might called ad001 or ad002, etc.

Open the games.config file and change the line called roomgroups so it reads "roomgroups 1,2". This lets the game know it should loading roomgroup 1 "normal" and roomgroup2 "netspace". Save it out.

Now find a folder in mydocuments\mrrobot\data\user\ad000\ or wherever it's been saved, called "ghost". Inside there should be a folder called "maps". In here create a text file called "hack1.config". Here you will setup what kind of battles and loot are to be found.

This example is from late in MrRobot. The loot section describes things you might find, being a late ghost hack there is all kinds of powerful loot in this hack.

The remaining blocks specify each type of location in the hack (the little buildings you visit) and what can be found at each one.

Code:

{
location Tower //this name matches the items you put in the room

group0
{
probability 100 //the % chance of a battle
loot0 6,70 //the index of a bit of loot and % chance of getting it if you win
loot1 7,70 //we can add more than one potential prize
loot2 8,100
loot3 9,90
number 1 //we can limit how many encounters are allowed, optional
respawn no //we can prevent this encounter happening if we leave the hack and come back, optional
objective true //this could be a key encounter needed to complete the hack, optional
e0
{
enemy SCRAMBLER_ADULT //type of enemy
min_max 3,3 //there will be between min and max of them in the fight
}
e1
{
enemy MAGE_NOVICE
min_max 2,3
}
e2
{
enemy HEALER
min_max 1,2
}
}

Always make sure you have that empty encounter for the terminal, there is never meant to be a fight there but it's needed.

To start with just paste that example config text in, just to get things working. Once it works you can trim it down if you need to reduce what the player is getting.

Remember - do one thing at once, save, make a backup, then test it works. If the game crashes, undo what you just did and check everything.

This adventure should have already been tested, so we can just hit continue and jump back in. Walk up to the login console and press fire2 and it should work.

<phew!>

Hi, I'm trying to make my own loot/location file, but I can't make the enemies drop anything besides energon or energy restore4, since I'm trying to create a training/colosseum map, it would be fundamental to have multiple types of drops, according to the difficulty level...

I only started this map today but I was hoping to finish it by this weekend...

The idea is to make a tower shaped map, that is:

-The user must hack a panel and defeat every single cell, terminating the hack, unlocking the door;

-The purpose would be to reach the final room (wanted to make around 100 rooms, but I think it will be impossible, I'll still try though);

-Starting with only 1 bot and gaining one each 5/10 levels ^^;

-Setting up a shop every 10/20 levels, to upgrade yourself with non-dropping goodies or to sell unneeded upgrades;

-The hack maps would be rather linear, nothing tricky, but with plenty of enemies and they would reset when exited;

-Have a training camp every 50 levels, already existing one in the beginning.

I still need to know:
-How to set up doors to only unlock when sucessfully hacking the console;
-Hot to set up a shop with only certain goodies;
-A few other things that I can't think of. ^^

Any suggestions are welcomed, if a tutorial on how to do any of these, please just direct me to it, and if you see something impossible in the above mentioned things, please inform me and I'll do my best to correct it. ^^

The thing I always say to people is to start simple, no, simpler than that, really simple. Make something so simple it can't possibly fail to work, then back that up and make something a bit more complex. After 4 or 5 maps you'll be more familiar with what works and what doesn't.

The thing I always say to people is to start simple, no, simpler than that, really simple. Make something so simple it can't possibly fail to work, then back that up and make something a bit more complex. After 4 or 5 maps you'll be more familiar with what works and what doesn't.

I'll just go and remind myself how it all works

I'm currently just testing the things I want to use on my map in a small 3 rooms map^^

Poo Bear wrote:

I think the ****** config file loader is getting confused by all the trailing spaces in the hack1.config

Open it in notepad, check each line of text doesn't have any spaces on the end, just delete them.

To make a successful hack open a door means writing lua scripts and checking in them to see if you met the objective. I can go through and work up an example if you get that far.

Ok, thank you, (I'll have to learn a bit about lua though XD).

You're right the config file had some spaces were it shouldn't have.

But I still can't make 100% chance encounters...
And the only loot I'm getting is energon and energy restore 4 (does the loot we can get have anything to do with the location)

Btw, is there a limit to the loot numbers? (like 0-10 or 0-20?) and what does the line group0 in the locations stand for?

The two numbers that follow 'loot0' identify the bit of loot to drop and the probability of it dropping. So 'loot0 0,100' would mean that if you win the fight then you will ALWAYS get loot item 0 (the first item of loot specified at the start of the file.

Here is an example that always causes a battle to start whenever you cross a 'RAM' module. Note 'probability 100' means a fight always starts with a SCRAMBLER. If you win this fight there is an 80% chance you will get loot item 3 and 4 as a reward, remember that refers to the list of all loot at the top of the file.

'group0' - the idea there was you could have multiple groups on a location, one group with a high probability that was easy, and maybe another one 'group1' that was a low probability, but maybe had really tough enemies and a rare bit of loot. In truth that feature was never used, it seemed a bit overkill.

There shouldn't be a limit to loot numbers, I've never pushed it that high, but there is no hard coded limit.

The two numbers that follow 'loot0' identify the bit of loot to drop and the probability of it dropping. So 'loot0 0,100' would mean that if you win the fight then you will ALWAYS get loot item 0 (the first item of loot specified at the start of the file.

Here is an example that always causes a battle to start whenever you cross a 'RAM' module. Note 'probability 100' means a fight always starts with a SCRAMBLER. If you win this fight there is an 80% chance you will get loot item 3 and 4 as a reward, remember that refers to the list of all loot at the top of the file.

'group0' - the idea there was you could have multiple groups on a location, one group with a high probability that was easy, and maybe another one 'group1' that was a low probability, but maybe had really tough enemies and a rare bit of loot. In truth that feature was never used, it seemed a bit overkill.

There shouldn't be a limit to loot numbers, I've never pushed it that high, but there is no hard coded limit.

I've just noticed my mistake^^ You see were you said the loot number goes? I mistoke the way it was written^^ It's working now! Thanks for your hard work!

If you have some time I would love to make some shops for my levels ^^